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ANYTIME DELIBERATION FOR COMPUTER GAME AGENTS by NICHOLAS ANDREW HAWES A thesis submitted to The University of Birmingham for the degree of Doctor of Philosophy School ofComputerScience TheUniversityofBirmingham Birmingham,B15 2TT November2003 Abstract This thesis presents an approach to generating intelligent behaviour for agents in computer game-like worlds. Designing and implementing such agents is a difficult task because they are required to act in real-time and respond immediately to unpredictable changes in their environment. Such requirements havetraditionally causedproblemsforAItechniques. To enable agents to generate intelligent behaviour in real-time, complex worlds, research has been carried out into two areas of agent construction. The first of these areas is the method used by the agent toplan future behaviour. Toallow anagent tomakeefficient useofits processing time, aplanner is presented that behaves as an anytime algorithm. This anytime planner is a hierarchical task network plannerwhichallowsaplanningagenttointerruptitsplanningprocessatanytimeandtrade-offplanning timeagainstplanquality. The second area of agent construction that has been researched is the design of agent architectures. This has resulted in an agent architecture with the functionality to support an anytime planner in a dy- namic, complex world. A proof-of-concept implementation of this design is presented which plays UnrealTournament anddisplays behaviour thatvariesintelligently asitisplacedunderpressure. Acknowledgements First I must express my sincere gratitude to mysupervisor, Aaron Sloman. Without his encouragement and knowledge, and the intellectual freedom he allowed me, I would not have been able to tackle this research. Perhapsthegreatestinfluenceovertheday-to-day directionofmyresearchwasprovidedbymyfirst external supervisor, Ian Wright. Although I lost his official supervision just as I was starting to make progress, he continued to motivate and guide me with an equal mix of inspiration and fear. For his unfaltering inputandfriendship Iamtrulygrateful. NoneofthiswouldhavebeenpossiblewithoutthesupportandfundingofSonyComputerEntertain- mentEurope, and the workof DaveRanyard. Also, manythanks mustgo toManfred Kerberand Mark Ryanfortheirinsightful commentsasmembersofmythesisgroup. Iwouldalsoliketothankmyfamilyandfriendswhohavesupported mefromtheverybeginning of my education until now, especially those that were there for me during the writing-up period. The list is too long for everyone to be named individually, but if I’ve spoken to you in the last four years, then you’vehelpedmethroughthis. I don’t think I would have even managed to survive the first year of my PhD without the always welcome distractions provided by my like-minded office mates. For the rowdy nights out and racquet sports,thankstoyouall. Iwouldliketotakethisopportunity tothank myA-LevelPhysicsteachers, Mr(John) Atkinson and Mr(Andy)Stoddart,whomademeworkwhenIreallyneededpushing. Finally, I offer all of my love and thanks to Rosie for moving to Birmingham, putting up with me, andsupporting methrough everything. Contents I Preamble 1 1 Introduction 3 1.1 WhatisaComputerGame? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.2 AnIntroduction toAIResearchforGames . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.2.1 GeneralacademicAIresearch . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.2.2 Commercialgamedevelopment . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1.2.3 Agent-specific AIresearchforgames . . . . . . . . . . . . . . . . . . . . . . . 7 1.3 AnExampleGameScenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 1.4 SummaryofMainContributions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 1.5 OverviewofThesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 2 DetailedProblemStatement 12 2.1 Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 2.1.1 Simulationvs. Entertainment . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 2.2 ExpandedScenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 2.3 PlanningProblemsInDetail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.3.1 Problemsfromthescenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.3.2 Problemsingeneral. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.3.3 Planningindynamicworlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.4 AgentProblemsInDetail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 2.4.1 Problemsfromthescenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 2.4.2 Problemsingeneral. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.5 TheArchitectural Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.6 DetailedProblemStatement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 II Planning ForComputer GameWorlds 22 3 ReviewofPlanningLiterature 23 3.1 ABriefHistoryofPlanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 3.2 PlanningApproaches SuitedtoGameWorlds . . . . . . . . . . . . . . . . . . . . . . . 27 ii 3.2.1 Fastplanners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 3.2.2 Reactiveapproaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 3.2.3 Continualplanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3.2.4 TheAutodriveproject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 3.3 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 4 IntroductiontoAnytimePlanning 37 4.1 WhatisanAnytimeAlgorithm? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 4.2 WhyuseanAnytimePlanningAlgorithm? . . . . . . . . . . . . . . . . . . . . . . . . . 38 4.2.1 Agentbenefits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 4.2.2 Developerbenefits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 4.3 PossibleProblemswithAnytimePlanning . . . . . . . . . . . . . . . . . . . . . . . . . 41 4.4 AReviewofAnytimeAlgorithm Literature . . . . . . . . . . . . . . . . . . . . . . . . 42 4.4.1 Anytimealgorithm frameworks . . . . . . . . . . . . . . . . . . . . . . . . . . 43 4.4.2 Anytimeplanners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4.5 GeneralObservations onAnytimePlanning . . . . . . . . . . . . . . . . . . . . . . . . 50 4.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 5 TheA-UMCPAnytimePlanner 53 5.1 TheInterruptibility ofPlanners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 5.2 AQualityMeasureforAbstractPlans . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 5.3 AlgorithmsfortheHeuristic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 5.4 TheA-UMCPSearchFramework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 5.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 6 AnalysisofA-UMCP 67 6.1 Applicability oftheHeuristic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 6.2 GeneralBehaviour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 6.3 PerformanceAnalysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 6.4 EffectivenessoftheAlgorithmExtensions . . . . . . . . . . . . . . . . . . . . . . . . . 74 6.5 TheHeuristicasaCritic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 6.6 PerformanceAffectingDomainFeatures . . . . . . . . . . . . . . . . . . . . . . . . . . 77 6.7 ComparisontoExistingAnytimePlanners . . . . . . . . . . . . . . . . . . . . . . . . . 78 6.8 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 III A HybridAgent ForComputer GameWorlds 81 7 ReviewofAgentLiterature 83 7.1 ReactiveAgents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 7.2 HybridAgents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 iii 7.2.1 TheCogAffarchitecture schema . . . . . . . . . . . . . . . . . . . . . . . . . . 85 7.2.2 TouringMachines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 7.2.3 TheGuardianagent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 7.2.4 TheCypressagent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 7.2.5 Anarchitecture fromtheOzproject . . . . . . . . . . . . . . . . . . . . . . . . 93 7.2.6 TheSOMASSsystem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 7.3 PastComputerGameAgents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 7.3.1 TheSoarbotproject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 7.3.2 TheExcaliburproject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 7.4 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 8 DevelopmentofaComputerGameAgent 98 8.1 Iteration One: TheBasicAgent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 8.1.1 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 8.1.2 Exampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 8.1.3 Analysisofexampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . 111 8.2 Iteration Two: ExecutionInterrupts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 8.2.1 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 8.2.2 Exampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 8.2.3 Analysisofexampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . 117 8.3 Iteration Three: SimplePlannerInterrupts . . . . . . . . . . . . . . . . . . . . . . . . . 118 8.3.1 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 8.3.2 Exampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 8.3.3 Analysisofexampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . 121 8.4 Iteration Four: AnytimePlanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 8.4.1 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 8.4.2 Exampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 8.4.3 Analysisofexampleimplementation . . . . . . . . . . . . . . . . . . . . . . . . 130 8.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 9 FurtherExperimentsandAnalysis 132 9.1 Information Processing View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 9.2 PlanInterpretation Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 9.3 PerformanceProfileResults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 9.4 AgentBehaviour Studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 9.4.1 Study1: Scoringunderpressure . . . . . . . . . . . . . . . . . . . . . . . . . . 139 9.4.2 Study2: Intercepting theenemy . . . . . . . . . . . . . . . . . . . . . . . . . . 142 9.4.3 Study3: Fullgame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 9.5 TheIterativeApproachtoDesign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 iv 9.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 IV Conclusion 147 10 Contributions,ConclusionsandFutureWork 149 10.1 Contributions toKnowledge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 10.1.1 Principalcontributions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 10.1.2 Secondarycontributions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 10.2 CriticalEvaluation ofthePlannerandArchitecture . . . . . . . . . . . . . . . . . . . . 151 10.3 ComparisonsToExistingWork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 10.4 WiderApplications OfTheResearch . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 10.5 FutureWork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 Appendices 161 A TheCaptureTheFlagPlanningDomain 163 B TheBlocksWorldPlanningDomainUMCPNotation 172 C AnExampleoftheHSPHeuristic 176 D AnExampleA-UMCPPlanningProcess 180 E ProblemDefinitions 184 E.1 BlocksWorldProblems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 E.2 CaptureTheFlagProblems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 E.3 UMTranslogProblems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 Bibliography 193

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